/**
 * Convolution shader
 * ported from o3d sample to WebGL / GLSL
 * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
 */

THREE.ConvolutionShader = {

	defines: {

		'KERNEL_SIZE_FLOAT': '25.0',
		'KERNEL_SIZE_INT': '25'

	},

	uniforms: {

		'tDiffuse': { value: null },
		'uImageIncrement': { value: new THREE.Vector2( 0.001953125, 0.0 ) },
		'cKernel': { value: [] }

	},

	vertexShader: [

		'uniform vec2 uImageIncrement;',

		'varying vec2 vUv;',

		'void main() {',

		'	vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;',
		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'uniform float cKernel[ KERNEL_SIZE_INT ];',

		'uniform sampler2D tDiffuse;',
		'uniform vec2 uImageIncrement;',

		'varying vec2 vUv;',

		'void main() {',

		'	vec2 imageCoord = vUv;',
		'	vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );',

		'	for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {',

		'		sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];',
		'		imageCoord += uImageIncrement;',

		'	}',

		'	gl_FragColor = sum;',

		'}'


	].join( '\n' ),

	buildKernel: function ( sigma ) {

		// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.

		function gauss( x, sigma ) {

			return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );

		}

		var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;

		if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
		halfWidth = ( kernelSize - 1 ) * 0.5;

		values = new Array( kernelSize );
		sum = 0.0;
		for ( i = 0; i < kernelSize; ++ i ) {

			values[ i ] = gauss( i - halfWidth, sigma );
			sum += values[ i ];

		}

		// normalize the kernel

		for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;

		return values;

	}

};
